Split GfxState animation operations

This commit is contained in:
gamer147
2026-08-02 21:51:14 -04:00
parent 7f1fba7b58
commit b99c851467
4 changed files with 469 additions and 451 deletions

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@@ -612,6 +612,12 @@ do not mix mechanical moves with semantic changes.
into `engine/Age.Engine/Model/GfxState.RetainedObjects.cs`. Cross-domain reset/persistence, animation, and
presentation sampling retain direct access through the sealed partial class; runtime validation remains green.
The fourth bounded `GfxState` split moved shared animation-clock state, object color/source-cell/matrix/cyclic
channels, animation control and forced completion, and interpolation helpers into
`engine/Age.Engine/Model/GfxState.Animation.cs`. Presentation diagnostics, dirty-reason accounting, transition
queues, and visible-scene sampling consume the moved state through the sealed partial class; runtime validation
remains green.
**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
each domain move.
@@ -983,7 +989,7 @@ layer's rendering diverges from ADV; save layout.
## 8. Immediate next step
Continue step 2 of the **codebase consolidation** maintenance slice: behavior-neutral physical splits backed
by the tracked launcher and layered validation driver. With the planned `Main` and `GodotAdvHost` domains
isolated and the first three `GfxState` domains separated, move animation ownership next, preserving public types,
commands, and generated output.
isolated and the first four `GfxState` domains separated, move presentation ownership next, preserving public
types, commands, and generated output.
Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
not replace Phase B gameplay validation or the open cross-platform gates.